Sunday, March 17, 2019

Even more on de-lighting

I wanted to build on my notes from before, to inlcude what I've worked with over the term.

Capture Best Practices

Good input = good output
It helps to shoot subjects on cloudy, overcast days. Or with diffuse lighting.
There is a tradeoff however, sometimes harsh lighting helps generate a better mesh or better surface details.

The stitching software does some amount of color correction. This is all under the hood.

Geometry Dependent Methods

The 'traditional' and more accurate way to delight a base color map would be to totally recreate the lighting conditions, to match all the realworld shadow data, then cancel them out. However, researching other methods has led me to believe that not only is this tedious, it is no longer industry standard.

Image only Methods - stripping light/shadow from base color map

Unity De-Lighting tool


Needs

  • Albedo WITH alpha channel 
    • at this time I'm not sure how to export this from zephyr. workaround is manually making one, which sucks.
  • Normal
  • Bent Normal
  • AO
  • Optional- position, 'mask' (a manual mask to prevent calculations)
Import maps to Unity project in a new folder.

  • append the naming conventions to the mask files. 
  • Drop folder into tool window. 
  • Boom. The clean albedo is displayed along with the extracted environment color data.


This tool technically relies on geo because it uses the baked mesh maps. However, the actual processing does not look at the mesh. I suspect it is a combination of photo filters similar to the manual process below.

Substance Designer scan processing graph

  • as many input images as possible. SD recommends building a scan box and gathering 4-8 images of the subject with different angles of directional light.
Start a new project with the 'scan processing' template.

  • Import all maps and plug into graph. 
  • The default graph will output a clean albedo, normal (from image), and height (from normal).


This method was developed with tileable material maps in mind, but can be used with baked normals from geo. I would like to try their suggested lighting setup as well.

Manual Image Processing

https://www.youtube.com/watch?v=VBoHh6CR-kM
Needs

  • just the base color
Using Photoshop or Substance painter, there are a couple of manual tricks that can strip shadow and light data out of a photo.
  • Dupe base color. Desaturate. Invert colors and set to 'soft blend'
  • If you have an AO map, invert colors and set to 'linear dodge'. 
  • Use the 'high pass filter' tool to remove highlights/shadows.
  • Tweak levels to taste
  • Manually dodge/burn/repair tools to taste

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